#version 330 compatibility uniform float uMix; uniform samplerCube uReflectUnit; uniform samplerCube uRefractUnit; in float vLightIntensity; in vec3 vReflectVector; in vec3 vRefractVector; layout(location=0) out vec4 fFragColor; const vec4 WHITE = vec4( 1.,1.,1.,1. ); void main( ) { vec4 refractcolor = textureCube( uRefractUnit, vRefractVector ); vec4 reflectcolor = textureCube( uReflectUnit, vReflectVector ); refractcolor = mix( refractcolor, WHITE, .3 ); fFragColor = mix( refractcolor, reflectcolor, uMix ); }